Characters

Stats

There are 3 stats: Strength, Dexterity, and Mind. These each provide a stat modifier (STR, DEX, or MIND) equal to (stat score - 10)/2, round down.

Character Creation: Roll 4d6, drop lowest dice. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.

Advancement: Occasionally, the GM will hand out another level to all characters. At every 3rd level (3,6,9,etc.), +1 to the stat of your choice.

Stat mods: Rather than forcing a player to recalculate all the details affected by a changed stat score, most game-time effects give a stat mod instead. Stat mods are either str, dex, mind. Regardless of stat type, each negative mod gives:

+mods have an unlimited equivalent positive effect, countering an equal number of -mods of the same stat. If a STAT is ever effectively reduced to less than -5, the character is left debilitated.

There are two other mod types: -all mods, which give -1 to attacks and -1 to all STATs (including special effects); and -saves mods, which impose a -1 on all saves (only). All mods are cumulative (stack) with each other.

Stat damage: If a stat takes enough damage to reduce the corresponding STAT bonus, take a -stat mod instead until the damage is healed. If damage is ever >= the Stat score, the character is dead/paralyzed/unconscious for Strength/Dexterity/Mind, respectively. Stat drain works as stat damage except it does not heal normally over time (though it can be healed magically).

Classes

Cleric

BAB: +3 every 4 clvls (so +1 at clvls 2,3,4,6,7,8,10...)HP: +4 each clvlSkill bonus:: +3 CommunicationArmor/Shield: up to Medium armor; up to Heavy shields.Ability: Divine spellcasting from the Cleric spell list (see Magic).Ability: Turn/Rebuke Undead:
The cleric must present her holy symbol to do this. For each undead Close to the cleric, compare clvl to undead HD:

clvl >= HD: undead creature cowers as long as cleric continues to present the symbol (takes one hand)

clvl < HD: undead creature cannot target attacks at the cleric nor approach any closer to the cleric as long as the cleric continues to present the symbol (concentration each turn required)

clvl < HD/2: The turn has no effect on this undead creature.

An evil cleric can control a total of undead HD <= her clvl. A cleric can turn up to (1 + MIND) times between periods of significant rest.

Druid

[Coming soon].

Fighter

BAB: +1 each clvl (so at 1,2,3,4,5,6,7...)HP: +5 each clvlSkill bonus:: +3 PhysicalArmor/Shield: Any.Ability: Extra Attacks: For every 5 fighter levels (clvl), a fighter gets an additional attack, albeit at a cumulative -5 penalty. For example, at clvl 10, a fighter can made 3 attacks at +10/+5/+0 base attack bonus.Ability: Weapon Specialization: At every even fighter clvl, choose a specific weapon type, such as longsword, shortbow, unarmed strike, heavy mace, etc. You deal +1 dmg when attacking with that type of weapon. At subsequent even clvls, you may choose a different weapon type or gain additional +1 bonuses to a type you previously selected.

Mage

BAB: +1 each even clvl (so at 2,4,6,8,10...)HP: +3 each clvlSkill bonus: +3 KnowledgeArmor/Shield: None. (However, if multiclassed, may use Padded armor and Bucklers without penalty.)Ability: Arcane spellcasting from the Mage spell list (see Magic).

Rogue

BAB: +3 every 4 clvls (so +1 at clvls 2,3,4,6,7,8,10...)HP: +4 each clvlSkill bonus: +3 Subterfuge. Also, rogues get 3 skill ranks (instead of 2) to spend each clvl.Armor/Shield: up to Light armor; bucklers only.Ability: Sneak Attack: Whenever a foe is flat-footed, a rogue may add 2*clvl to damage dealt with melee weapons or ranged weapons at Half-Close range. Does not apply to creatures immune to critical hits and is not doubled on a critical hit. Ability: Evasion: +1 to Reflex at every even clvl.

While a character uses a prohibited armor or shield (heavier than allowed by that class), she loses her class Abilities.

Multiclassing: The character loses a +1 from an existing class skill bonus to gain only a +1 in the skill bonus offered by the new class. (Thus, all characters get only a total of +3 bonuses to skills.) Otherwise, gain all benefits and restrictions of the new class for the new level.

Each level gives you 2 ranks to divide between the 4 skills. You may not have more ranks in a single skill than your level.

Skill roll = d20 + skill rank + any bonus due to your class or race + whatever stat modifier is most applicable to the use + situation modifiers.
Roll needs to be >= the given Difficulty Class to succeed.

For example, Climbing would use Phys+STR. Balancing on a narrow beam
is Phys+DEX. Finding a trap is
Subt+MIND. Disabling a trap is Subt+DEX.
Generally, determine skill first and then the relevant stat.
More examples:

Physical

Subterfuge

Knowledge

Communication

STR

Climbing, jumping, swimming.

Quietly breaking a window or forcing a door.

Heavy applied skills, such as construction or blacksmithing.

Physical intimidation, controlling a half-broken horse.

DEX

Acrobatics, balancing, catfalls, climbing, slipping free.

Lockpicking, disabling devices, hiding, sneaking.

Crafting, building traps, applied skills, first aid.

Performing, riding, sleight of hand tricks.

MIND

Concentrating, ignoring pain, body control, wilderness survival.

Appraising, disguise, forgery, searching.

Deciphering texts, diagnosing, knowledge, lore.

Bluffing, diplomacy, gathering gossip, sensing motives.

For passive sense checks (such as d20's Spot or Listen), use unmodified Subterfuge.

If you carry more than your Encumbering Load, you are encumbered: movement is impeded and -dex for each extra 25% (or part thereof) over your Encumbering Load, up to -4 dex at +100% Encumbering Load (Max Load).

If you ever carry more than your Max Load (2 x Encumbering Load), you become flat-footed, cannot make attacks, and cannot move normally but only shuffle a couple steps per turn. (This is in addition to the -4 dex for exceeding your Encumbering Load.) You can lift your Max Load over your head, and lift 2x your Max Load off the ground. You can drag up to 5x your Max Load, depending on conditions.

Weapons

Weapons deal damage based on category (which generally correlates with weapon size, though this damage is modified according to the appropriate wielder's size):

Unarmed (fists): 1 dmg, no enc

Tiny (gauntlets, brass knuckles): 2 dmg, negl enc

Light (short sword, light axe): 3 dmg, 0.5 enc

One-handed (longsword, mace): 4 dmg, 1 enc

Two-handed (greatsword, halberd): 5 dmg, 2 enc

Damage variation: When damage is rolled, roll dF to determine whether the damage is modified by +variation, -variation, or unaffected. Damage is written as damage±variation. For example, a longsword might do 4±1, meaning it has an equal chance of doing 3, 4, or 5 points of damage each hit.

[Conversion from d20: number of dice = variation, and usually 1/2 of die size + modifier = damage. So a +1 flaming longsword (1d8+1+1d6) would do 8±2 (damage = 4+1+3=8, and there are 2 dice involved meaning a variation of 2). Of course, you may want to keep the fire damage separate, so then 5±1 + 3±1. In this case, a single dF roll can be used to affect both ± entries. (The HTML entry for ± is &plusmn;. Otherwise, a # can be substituted.)]

The default variation increment is 1. This can be customized up to damage - 1. So three different one-handed weapons might do 4±1, 4±2, and 4±3, respectively.

Ranges for weapons and spells are as follows:

Personal - Only affects caster or wielder

Touch/Melee - Someone you can reach out and touch

Half-Close - Near enough that you can get there in a few steps with enough time to also attack this turn: generally within 20 to 30' (about the size of a fair-sized dungeon room).

Close - The distance you can cover if you only move (at a normal, unimpeded rate) this turn: generally within 40 to 60' (about the size of a large dungeon room). You can also attack someone at this range if you charge.

Double-Close - The distance you can cover in a turn if you only run: generally ~100'.

Far - Too far away to move to this turn, but still in range of most projectile weapons and some magic.

Out of Range - You can maybe see them, but can't affect them.

Thrown weapons: Some ranged weapons must be thrown. Also, some "throwable" melee weapons can also be thrown without penalty; for such an aerodynamic weapon, decrease its damage by 1 (regardless of how it is used). Thrown weapons can accurately hit anything up to Half-Close, or anything up to Close at -2.

Projectile weapons (slings, bows, crossbows, etc) can hit anything within Close range without penalty, up to Double-Close at -2, and up to Far at -4. Generally, ranged weapons take a round to reload and their dmg is not affected by any STR bonus. An exception is bows (Light or One-handed weapons), which do not need to be reloaded but do suffer any penalty (but not bonus) to STR (as per off-hand weapons). Sufficient ammunition weighs 1 enc if the weapon is your primary weapon or 0.5 enc if you use the weapon only occasionally.

Masterwork: Weapons of masterwork quality cost +300gp and offer +1 to attack rolls. Masterwork throwable melee weapons can instead deal +1 dmg (thus dealing normal dmg for a melee weapon of that type). Only masterwork weapons can be crafted into magic arms; the masterwork +1 to attack does not stack with any magical enchantment bonus.

Armor

Armor comes in these categories (though additional intermediate categories may be allowed by the GM):

Lose shield's AC until next turn after a bash. Spikes can add 1 dmg to shield bashes at cost of 1 enc.

Masterwork: Armor and shields of masterwork quality cost +150gp. Such items are so balanced and well-fitted that they impose 0.5 less enc than normal while worn. However, masterwork armor must be resized for each individual to gain this bonus (Know+DEX, DC25). Only masterwork armor can be crafted into magic armor.

Gear

Initial Gear: Unless otherwise noted, all adventurers are assumed to have a standard pack and a couple belt pouches (to keep items like potions, etc. handy). The standard pack includes a bedroll, waterskin (enough for a day), iron rations (for 4 days), a cloak, a partial change of clothes (such as a spare shirt and dry socks), flint and steel, basic mess kit, bandages, one flask of oil, a stout stick (for making a torch), a few bits of thin rope, and a small tarp/raincover.

In addition, there is a 80% chance that, when needed, the standard pack contains any common mundane item that costs 1gp or less, weighs less than 0.5 enc, and is the size of a fist or smaller. Examples include fishing line, candles, a piece of paper, an empty flask, an empty sack, a signal whistle, chalk, soap, sewing needle, whetstone, etc.

In addition, a standard pack has a 20% chance of containing a needed mundane item of up to 1 enc and <= 10gp. Examples include: 50' of rope, a grappling hook, a shovel, a sledge, a steel mirror, an extra day of rations, a crowbar, a collapsing 10' pole, a lantern, etc.

The standard pack weighs 3 enc.

Characters also start with any necessary class equipment--holy symbol (cleric), spellbook (mage), thieves tools (rogue)--usually within handy reach. Characters also have enough spare change for food and basic inn accommodations. This equipment is of negligible enc.

Lvl 1 characters may choose any mundane armor up to Medium armor and Light shield. They also get any 2 mundane weapons of their choice.

Worn items: Each person has a limited number of body slots (with example items): head (hat, headband), face/eyes (goggles), neck (amulet, brooch), torso (under armor: shirt), shoulders (over armor: cloak), waist (belt), forearms (bracelets, bracers), hands (gloves), feet (boots). In addition, a character can wear up to 2 magic rings and 1 set of armor or robes. Except for armor, all weight of such worn items is negligible (though not when carried).

A character can also carry an item in either hand (though not magically use it unless it is designed to be used in hand).

Playing

Combat

Hit Points = STR + HPs from class levels (with double HP for first level). If HPs reach 0, you fall unconscious and are near death. Further dmg damages Strength instead. If that reaches 0, you die.

Some effects will temporarily change your max HP total. Adjust your current HP by the same amount (as if by healing or taking damage). Therefore, you can take Strength dmg or even die when losing HPs this way.

Other effects offer temporary HPs. Track these separately from your normal HPs. Damage reduces temporary HPs before normal HPs. When the effect ends, you lose any remaining temporary HPs, but your normal HP total is not affected. Multiple effects that grant temporay HPs do not stack but overlap; therefore, each new effect only "refreshes" your current temporary HP total up to the max number offered by that effect. When a temporary HP effect ends, you retain your current temporary HPs if you still have another ongoing effect that also grants temporary HPs. Temp HP cannot be healed or restored once lost.

Healing: HPs heal at lvl per day or night (~12 hours) of bed rest. Each Stat heals at 1 per day or night (~12 hours) of bed rest.

Fighters and Rogues may use BAB+DEX as their Melee attack
bonus instead if wielding a light weapon.

If Fighters and Rogues
wield two Light (or smaller) weapon, they can attack with both in a round if they take a -2 penalty on all attack rolls that round.

Damage:
Add STR bonus to damage done with your primary-hand melee weapon.
Add 2 x STR for 2-handed melee weapons.
Any offhand weapon does not get any +STR, but does suffer any -STR.
A successful hit always does at least 1 point of dmg.

Standard action: Make a single attack, cast a spell, use an item (potion, etc), find/store an item in a backpack, concentrate.

Minor action: Move up to Half-Close distance (normally), stand, draw a handy item (though may be free if combined with movement), pick up an item, open a door.

Free action: Crouch, dive prone, drop an item, change grip on a weapon, call out a sentence or two.

Special Combat Actions

Aid (std): If you and an ally are in melee combat with the same target, attack vs AC10 to give +2 to either ally's attack or ally's AC against that target.

Aim (minor): +2 to next your attack if made this turn. If against an adjacent, immobile object you automatically hit; if that object is a helpless creature, your attack becomes a coup de grace. Aiming leaves you flat-footed until your next turn (as per Charge).

Attack an object (attack): If the object is held or worn by a character, that character gets a chance to avoid your blow: use the sunder manuever. Otherwise, immobile inanimate objects are like helpless creatures: 5 AC (modified by size) with no DEX modifier. Sample size modifiers include: +1 (small) for two-handed weapons; +2 (tiny) for one-handed; +4 (dimin) for light weapons and scrolls; +8 (fine) for potion vials. [Hardness = DR]

Block (std or full): Give up your attacks in order to block attacks later this round with an appropriate weapon or shield. Contest each attack you wish to block with a melee attack roll; if successful, you deflect the blow; otherwise, you must rely on your AC to protect you as normal. If made as a std action, you can block only one attack this round; if a full action, you can make as many blocks (at the same penalties) as you would attacks in a turn.

Combat trick (std): Use an appropriate skill contest to gain an advantage in melee combat. Both you and your target get to add their BAB to their skill rolls. This action might represent a trick, a combat style, or using the environment to your advantage. Examples including: tumbling or leaping around your opponent, forcing an opponent off-balance on a treacherous surface, appraising the target's combat style for weaknesses, feinting/distracting, demoralizing/intimidating the opponent, etc. Sample effects include making the target flat-footed, shaken, dazed, or gaining or granting an ally a +2 on a single attack against that target. The effect gained should be appropriate to the trick. Effects last only a single round. You may take -4 to the skill roll to do this as a minor action.
If you fail the contest by 10 or more, you may suffer some equivalent, relevant mishap instead.

Charge (full): You can move up to to your full action distance (usually Close) in a turn and still make a single attack. This leaves you flat-footed until your next turn.

Delay (minor): Wait until later in this round to use a std action. If you just wait, you can choose to act after any character's action. If you ready instead, you specify the area or character you are watching and the specific event that you intend to interrupt, meaning you get to act just before that event. (If a character suspects you are ready for them, they may try to beat you to the drop: contest Reflexes to see who gets to go first.) If your turn comes around again and you still haven't acted, you lose your std action.

Dodge (full): Give up all attacks for +4 dodge AC until your next turn. Alternately, make only a single attack at -4 to gain +2 dodge AC until your next turn.

Maneuver
(attack): Instead dealing damage, these special attacks instead produce an effect but are resisted by the target. Make a melee touch attack using either STR or DEX as seems appropriate. If successful, the target can then resist the effect with a melee attack roll (again, using STR or DEX as seems appropriate). Failing the contest by 10 or more may have an ill effect for the attacker (such as being tripped or knocked back in return). Example manevers include:

Bullrush: Push target back 1 foot per degree of success. +2 if you make this attack after a move; +4 if part of a charge. On a failure of 10 or more, you are knocked prone instead.

Disarm: Knock a held item from the target's hand. Add the object's size modifier to the required touch attack AC. On a failure of 10 or more on the contest, you are disarmed instead.

Grapple: Grabbing and holding on to an opponent with one hand has the following effects:

The victim of a grapple is entangled (-2 dex, impeded, 20% spell failure) and loses the use of one arm (attacker's choice).

The attacker must devote at least one hand to the grapple.

Either participant must make an opposed STR check to move, dragging the other along.

(Significant size differences or other situations may change these effects.) The grappled victim may spend an attack to make an opposed grapple check to break free. The controlling grappler can end the grapple at any time as a free action. The grappler can also make a second grapple attack to pin the target, holding her helpless. It takes at least two hands (or sufficiently large limb, tentacle, or maw) to pin an opponent.

Otherwise, grapplers may attack relatively normally. A victim could make a successful grapple attack to gain control of the grapple, make a Phys+DEX check as a std action to slip free, or attack her grappling attacker with a weapon (albeit probably at -2 if using a one-handed weapon or -4 for two-handed).

Overrun: A blending of bullrush and trip, you can shove an opponent aside and pass through his location. You may make this attack in the middle of your movement. The target can decline to block, in which case you automatically succeed and pass by. If the target blocks, resolve as a trip. If successful, you can finish your movement.

Trip: Target is pulled, knocked, or thrown to the ground (prone). Failing by 10 or more, you are knocked prone instead.

Move (varies): If your speed is normal, you can move a Half-Close distance as a minor action or Close as a full action. If you run, you can get to Double-Close, but this leaves you flat-footed until your next turn. If you are impeded, half these distances. If you do not otherwise move during your turn, you can move a couple steps as a free action at any point during your turn.

Combat Modifiers

GM's friend: +2 or -2 for advantageous or disadvantageous circumstances, or maybe +4/-4 if particularly notable.

Otherwise, more specifically:

Concealment: If a target is concealed by shadow, foliage, etc, attacks have a 20% miss chance. (Roll d10 with your attack; on a 1 or 2, miss.) If the target is invisible (such as in total darkness), you must correctly guess the location (direction and general distance) and then still suffer a 50% miss chance.

Cover: If behind a corner or similar cover, +4 AC. Lesser cover may offer only +2 AC. Total cover means you cannot be attacked. Cover might aid your reflex saves by half the AC bonus. Missing your target by only the cover AC or less means you hit the cover instead.

Flat-footed: If you are surprised, your attacker is invisible or flanking you, or if your movement is extremely impaired, see flat-footed.

Prone: If prone, gain +4 AC vs ranged attack but -4 AC vs melee attacks. Similarily, you suffer -4 from your own attacks (except some projectile ranged attacks, such as crossbows). You may crouch or kneel, which gives you half these modifiers.

Terrain: If you have uneven, shifting, or narrow footing, suffer -dex penalties (generally 1 to 4). In addition, your movement will likely be impeded, though you may be able to move normally with a successful Phys+DEX check.

Magic

Mages can cast any arcane spell with a spell level (slvl) equal or below 1/2 their caster level (clvl), rounded up. Mages have access to all spells in the arcane spell list. Clerics work the same, only with divine (instead of arcane) spells.

Casters have a max slvl = Mind - 10. They can never cast spells of a slvl higher than this.

SPs can only be recovered by a period of significant, uninterrupted rest (usually 2 hours), after which all SP are restored.

There is no need to memorize spells in advance.
However, just because a character can cast any spell doesn't mean that
they should. Choose spells that suit the character. Each clvl, choose a
"signature" spell of any slvl that you can cast at that clvl.
Signature spells cost 1 less SP to cast (meaning that a signature 0-slvl can be cast for free).

Specialization: If the first signature spell chosen at each new slvl is from a single school (for mages) or a single d20 domain list (for clerics), the caster may choose one of the following benefits whenever casting those signature spells: +1 save DC; +1 effective clvl; +1 slvl for free when applying metamagic. If all signatures spells are from a single school (for mages) or from two d20 domains lists (for clerics), double these benefits for all signature spells.

Magic Attack bonus (see to-hit) is used to make any magic-based attack, such as a spell touch attack or ray.

Spells

Each spell belongs to a particular school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, or Universal.

Modifiers:
If a spell, item, or effect grants a modifier without a preceding +, only the highest effect of that modifier type applies. For example, if one spell grants you 3 deflection AC and another grants 2 deflection AC, your total deflection AC is 3 (the higher to the two). The two effects overlap. On the other hand, any item or effect that grants a modifier noted with a preceding + stacks with other modifiers of that type. To extend the previous example, if a third spell then granted +2 deflection AC, your total defection AC would be increased to 5 (the existing 3 +2 = 5).

For spells with duration, an equal or more powerful version of a spell on the same target subsumes (overlaps and replaces) any weaker version. Therefore, a target may be affected by only a single copy of a spell, even if cast from different sources, including magical items.

Some spells have opposites. A spell automatically dispels an ongoing, non-permanent version of its opposite form, or a spell can be used to counter its opposite form as it is cast. If a permanent effect is combined with its non-permanent opposite effect on the same target, the permanent effect is suppressed (not dispelled) for the duration of the non-permanent effect.

an Area, which is of Half-Close radius and centered on a location chosen by the caster within the Far range

specific targets Selected within a range or Area

a 90-degree Cone out to the extent of range

a target hit with a Ray

Touches of unwilling targets and Rays requires a Magic Attack to succeed.

Spells are either Instantaneous (Inst.) or have one of these durations:

Concentration (Conc.) - Continues as long as caster spends at std action each turn focusing on the spell.

1 round - Until the beginning of your next turn.

Combat - A few seconds up to a couple minutes. Casting a combat spell starts initiative tracking; after every 10 rounds, all ongoing Combat spells have a 50% chance of expiring.

Encounter - A few minutes, up to about 30 minutes. Handy for a casting before seeking out a combat (or two).

Foray - Usually 2 to 4 hours, but up to 8 depending on the nature of the spell. A significant rest ends all ongoing Foray spells, though the caster may choose not to regain the SP spent in order to keep the spell active (up to its max duration).

Day - Lasts all day (or all night: about 12 hours).

Permanent - Unless dismissed or dispelled by another spell.

Metamagic. For an increase in spell level, spells can usually be customized (subject to GM approval). The caster must still be able to cast a spell of the increased slvl:

Silent: No words required to cast (+1 slvl)

Still: No gestures required to cast (+1 slvl)

Increased range: Touch to Close Ray (+1 slvl)

Ceremonies: Not all magic comes in the form of spells; these are simply the well-known, easily-replicated magical effects of the world. Special magical rituals called ceremonies may also produce potent magical effects. However, ceremonies are generally require some combination of prior research, detailed preparation, a specific time or place, rare material components, multiple coordinating casters, certain prerequiste spells, etc. Becoming a lich, constructing a golem, crafting artifacts and intelligent items, summoning a demon legion, and poisoning a town's entire water supply are all examples of this.

GM Content

GM Toolbox

Things to Remember

The rules are guidelines. This whole document is OGL, so if you don't like a rule, change it. Just be aware of the possible ripple effect of that, since the rules do form a system. Also, you need to be consistent with your players, so let them know about any such changes.

Where the rules do not specify certain situations, use the "GM's friend" and determine a ruling that works for you. For example, the two-weapon fighting rule doesn't specify what happens if a PC wants to use two weapons that are not Light. You could just disallow this, but it's usually more fun to say "yes" to players. So perhaps one One-handed weapon (sturdy sword) and a Tiny weapon (dagger) suffers no penalties, but a One-handed and a Light weapon suffers an additional -2 (for -4 total for 2WFing). Trying to weild two One-handed weapons at once might be at -4 (for -6 total), or higher. However, rather than bloating these rules here with all of these specific details (which would then leave some GMs feeling obligated to look them up when the rare question arises), such rulings are left to the GM to make on the fly. (For examples, see House Rules.)

Ranges are all relative to Close. You don't need to use a battle mat, but at least mentally figure what is Close to the currently active character--what they could reach with a charge. Half-Close and Double-Close are obviously related to that; Far is everything else that they can see and maybe hit with a ranged weapon.

Optional Rules

Heroic Exertions

Once per encounter, a PC can exert herself to change the effects of a die roll by one degree of success in either direction--for example, change a failure to a success, a critical failure (natural 1) to a regular failure, or a critical hit (natural 20) to just a regular hit. This can be applied to any roll the PC makes or oppenent's roll when in a contest with the PC (AC counts as contesting an attack). So a PC could make their attack successful, but also turn an oppenent's successful attack or save into a miss or failure.

Each exertion causes 1 dmg to the most relevant stat (DEX for AC) and grants the GM one karma point.

The GM starts the game with one karma point. A GM can spend a karma point to grant any NPC an heroic exertion or to negate the effects of a PC's exertion, allowing the dice to determine the effect after all (the PC still suffers the stat damage for a negate exertion). (The GM may also allow other benefits or uses for exertions and karma points.)

This rule grants a bit more cinematic flavor and stability to PCs, though limited to only once per encounter. Yet, each exertion simply gives GMs an equivalent amount of power to use later--which can be especially handy for GMs that like to roll in the open.

d20 PCs

This is a good option if you either want more detailed PCs or if you just want to try z20 without converting your PCs just yet. PCs can be completely d20 (even using d20 damage rules) or some blend of d20 and z20. When blending:

z20 MIND: Use d20 CHA with Comm and Cleric's Turning Undead, d20 INT with Know and Subt, and d20 WIS for everything else. Spellcasters should use the appropriate d20 stat when determining their max slvl and SP pool.

Since there are now twice the number of stats, gain a +1 to a stat every 2nd level (if not using feats). You may not add more than +5 to a single stat through the course of such progression.

Feats

Some minor adjustments may be required,. For example, certain combat maneuver feats don't offer protection from AoOs, but still grant +4 to certain kinds of attacks. Mobility might instead grant a +grade to movement speed. And so forth.

If using z20 magic:

Item Creation: As z20, but raw material costs are increased by 20% for those without the requisite feats.

Metamagic: For those with a feat, +slvl still required, but at a cost of only 1 SP (rather than 2) per extra slvl.

Magic

Can be d20 spell-preparation, but with z20 spells. If z20 SP-based, Paladins and Rangers get only 1/2 normal SP totals.

Adventuring

Catching Fire

If exposed to non-instantaneous fire for a full turn or more, Reflex (DC15). On failure, catch on fire. While on fire, make a Reflex save at that start of each of your turns (+4 if you spend the turn to drop and roll) to put the fire out. On failure, take 3±1 dmg.

Damaging Liquids

Examples include acid, boiling water, holy water on undead, hot oil or tar, water on a fire-based creature, etc. Make a ranged attack as for a thrown weapon. Deals 3±1 dmg, and 1 dmg of splash to any creature next to it. Immersion deals 30±10. May have special effects (such as potentially catching on fire for alchemist's fire or Molotov cocktail).

Depravation & Exposure

This covers extreme temperatures, suffocation (such as drowning or smoke inhalation), starvation, thirst, etc. The more extreme the situation, the more often a save is made: once per day/hour/10 minutes/minute/round. (Suvival skills--Phys+STR--might shape the situation to be less extreme.) Characters may receive a certain grace period before checks need to be made.

On failure, take -str (and -dex for cold). If str debilitated, take 3±1 dmg instead. Penalties are removed when the character is no longer deprived (though may take a small amount of recovery time).

For example, if trapped underwater after a deep breath, a character might hold his breath up to STR minutes, then must check every round. On the other hand, if the character is swimming, fighting, or out-of-breath, he only gets STR rounds before checking every round. If weighed down by armor, -2; if actually encumbered with gear, -4.

Disease

Falling

Languages

Characters start knowing their racial language (if any) and Common. They may know one additional language per +MIND. Characters with -MIND are illiterate. Additional languages and literacy may be learned through play.

Lighting

Light conditions can be bright (enough to see clearly), shadowy (20% miss chance), or darkness (blinded). Most lights fill the Half-Close range with bright light, and out to Close with shadowy light. Characters with Lowlight vision double these ranges (to Close and Double-Close); they can also see normally in lighting that is only shadowy (such as by moonlight or starlight). Those with Darkvision can see at least as far as Close in any non-magical lighting conditions, though only in black and white while in darkness.

Posion

Conditions

afraid

Shaken: -2 mind as fear clouds your thoughts. May need a Will save (DC of original effect) to be able to approach the object of your fear.Frightened: As shaken, but you also flee the source of your fear. (Make a Will save each turn to stop running.) If there is no open avenue of escape, you can stand and fight.Panicked: As frightened, but drop everything and flee. If you cannot flee, cower.
These effects are cumulative. That is, if you become shaken when already shaken, you become frightened instead.

blinded

Unable to see. The makes certain visual actions (such as spotting enemies, reading, or being affected by gaze attacks) impossible, though others actions that simply benefit from sight (such as searching a chest for a particular item or reacting quickly to the presence of foes) might just be much harder (-4) and take longer. In combat, blinded characters are unguarded, impeded, and all foes have full concealment (must guess/determine their location and then still suffer a 50% miss chance). Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

dazed

Unable to take proactive actions (even purely mental ones), but can still defend yourself normally. You might be fascinated, hypnotized, sleepy, or otherwise inattentive: -4 to notice your surroundings, though an obvious threat will break the effect. You might be cowering in fear or stunned: treat as also unguarded.

Cannot hear. This also means -4 to reflex/initiative checks at the start of combat and a 20% chance of losing a spell with a verbal component (which is every spell except those cast with the Silent metamagic options). Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

debilitated

If any STAT is reduced to -6 or lower by a combination of mods, you are debilitated. The effect depends on the particular stat: unconscious (STR or MIND) or paralyzed (DEX).

-2 dex, impeded (and possibly anchored to the current location, depending on the effect). Spellcasters suffer a 20% chance of losing a spell with a somatic/gesture component (which is every spell except those cast with the Still metamagic options). (See also: grappled and encumbered.)

fatigued

Tired and worn you, you suffer a -all and can not run or charge. It takes a full night's (or day's) to remove fatigue. Doing anything that would normally cause fatigue causes you to become exhausted: -2 all and impeded, which stacks with the effects of being fatigued. A significant rest reduces exhaustion to fatigue.

flat-footed

Surprised, flanked, over-burdened, or otherwise unable to actively defend yourself: lose any positive DEX bonus (and any other dodge bonuses) to AC. This may also have other effects, such as being open to rogue sneak attacks. (Unlike d20, losing your DEX bonus and being flat-footed are always the same thing in z20.)

fleeing

Driven to mindlessly flee, you can take no actions other than move. This is normally an affect of fear, but can also occur when nauseated (in which case, your speed is also impeded). (See also: dazed)

helpless

Completely unable to move. If you are not also unconscious, you are aware of your surroundings and can take purely mental actions. You might be bound, held, paralyzed, or pinned. Such immobile characters are flat-footed and suffer -5 AC. Also, if an adjacent opponent spends a turn to aim a single coup-de-grace attack, they automatically hit and do double (critical) damage; the victim must then Fort save (DC10+dmg) or die.

impeded

Your movement speed is reduced by one category. You can be impeded by terrain, being entangled, slowed, or other conditions. If you become impeded by multiple effects, your speed decreases each time.

stat damaged

You are suffering one or more points of dmg to a stat. See stat damage for effects and healing for healing rates. If the damage is permanent (until healed magically), you are stat drained.

unguarded

Your defense is actually impaired: as flat-footed (lose +DEX to AC) and also suffer -2 AC.

unconscious

Unware of your surroundings, helpless, and usually prone. If only asleep, you can be roused by damage, a good shake, or (if the sleep is not magical) a loud noise. Otherwise, you do not regain consciousness until the effect ends (such as by healing or resting sufficiently, etc.). May also be petrified or debilitated.

cast (once, without its normal effect) any prerequisite or stored spell required for the item

Items that store spells are either arcane or divine, generally usable only by weilders of the same type of magic. Items that are priced in terms of slvl * clvl must be crafted at a clvl sufficient to cast a spell of that slvl. New items must be constructed fully charged, but may be recharged later for a price equivalent to the number of added charges.

Scrolls

A scroll costs slvl * clvl * 25gp. A spell-completion item.

Scrolls need not be a paper scroll, but simply any written form that can only be deciphered and understood by someone with the spell on their spell list: a spellbook page, a gem with tiny glyphs inside, a painted runestone, etc. Any caster that has deciphered the scroll and has the spell on his spell list can cast the stored spell (at its stored clvl) without personal SP cost.

If clvl of the scroll is greater than user's clvl, make a Spellcraft check DC 10+scroll's clvl to not lose the spell when cast. On a natural 1, something bad happens. (Default: 3±1 dmg per slvl to spellcaster.)

Potions

Potions cost slvl * clvl * 50gp. Max slvl: 3. A use-activated item.

A potion can be any item whose destruction could release a spell: a wafer, an oil, a slip-knotted string, a fragile crystal, etc. Anyone can use a potion. Upon use, the stored spell affects the user as its target.

Wands

Wands cost slvl * clvl * 750gp. They have 50 charges of a single spell when constructed. A spell-trigger item.

Wands too can come in a variety of forms. As a traditional wand, it is wielded like a light weapon, but it is generally too delicate to deal damage. A character must have the wand's spell on his class list to use it.

Staff

Staffs provide raw SP to casters to power their own spells. Each staff has a clvl, which cannot be higher than its creator's. Each charge of a staff costs clvl * 30gp. When constructed, it must have at least 50 charges (so 1500gp * clvl). A spell-point storage item.

A user can then use 1 charge per slvl to cast any spell he knows. (slvl 0 counts as 1.) All SP costs for the spell must come from the staff in this way; the user cannot supplement that staff from his own SP pool. All spells cast using the staff are cast at its clvl. If this is higher than the user's clvl, a check must be made (as per a scoll) to control each spell.

A staff is wielded like a two-handed weapon; -1 enc if it is too delicate to deal damage. Occassionally, "staffs" come in other forms, such as a crystal ball, wand, glass eye, gem amulet, etc.

Weapons and Armor

As expected per d20. Magical ranged weapons imbue their ammo with magic when fired. Magic ammunition effectively imbues the ranged weapon with the given bonus while firing that single shot.

Wonderous Items

Also includes rods and rings.

PC Wealth

Since PCs level up whenever you think they're ready, it's handy to know how much treasure you should have handed out at each point. Character should have roughly this value in gear at the start of each level:

Be wary of handing out items worth more than 30% of a character's total wealth.

Monsters

The first rule of monsters: monsters don't follow the same rules as PCs. Instead, they are copied (loosely) from d20 sources.

Monster Abilities

Monster abilities are either:

Natural (Na) - non-magical, simply deriving from having a given physical form

Extraordinary (Ex) - nonmagical, but still taking special skill or practice to master

Supernatural (Su) - magical but not spell-like: does not function in antimagic field; is not subject to SR; effect cannot be dispelled or counterspelled.

Spell-Like (Sp) - magical and very much like (or even are) spells: subject to SR, can be dispelled or countered, and do not function in antimatic field.

Movement Modes (Na)

The first aspect of momement is the speed at which it occurs:

Anchored: Unable to move from your current location.

Very slow: You must spend a full action just to move a step or two. (d20: 5')

Slow: You can move only a couple steps as a minor action; you can move up to Half-Close as a full action; or your can run up to Close. You cannot move at all between multiple attacks. (d20: 10'/15'/(some 20'))

Normal: Allows you to move the distances given under ranges: Half-Close as a minor action; Close as a charge or full action; Double-Close as a run. (d20: 20'/30'/40')

Fast: You can move up to Close as a minor action; to Double-Close as a full action; and you can even get to some Far things with a sprint. (d20: 50'/60-70'/80-90')

Very fast: Usually only occurs in flight. Limited to Close when combined with an attack, but can reach anything in Far range if only moving or charging. (d20: 100'+. For each +50', note a +1, giving very fast+1 at 150', very fast+2 at 200', etc.)

Most of these speed categories can be subdivided into 3 grades, giving a + or - version (like grades). In combat, these are equivalent, but over long distances, a higher grade will eventually catch up with a lower grade.

Movement may also be a different mode than walking/running, such as: burrowing, climbing, flying(wings), flying(perfect), and swim. If a creature has a different mode, it can move in that way as easily as humans walk or run (no checks required), though it may still experience certain terrain handicaps. Flying(perfect) means the creature can hover or move vertically or backwards at will (like a hummingbird or will-o-wisp). Flying(wings) operates like winged flight: the creature must spend a minor action each turn to flap its wings, either to move forward or to hover (though hovering may be of limited duration, as per holding breath); it may be able to glide for free for a turn or two, though.

Senses

Blindsense (Ex)

Can locate creatures, but cannot pinpoint them: knows their location, but still suffers the normal 50% miss chance, as well as the impeded and unguarded ramifications of being blinded.

Blindsight (Ex)

Can pinpoint the location of creatures and objects using a non-visual sense (such as echolocation, keen hearing or scent, vibrations, etc), and so suffers no penalties for not being able to see.

Scent (Ex)

Can detect Close creatures, and then spend a turn to determine direction or track a trail; can only determine their exact location within 5'. Wind, precipation, other smells, strength of smell, etc. may affect any DCs.

Tremorsense (Ex)

As Blindsight, can pinpoint the location of any creature touching the ground and moving (such as casting spells or fighting).

Special Qualities

Damage Resistance

Etherealness

Fast Healing

Incorporeality

Regeneration

Energy Resistance/ Immunity / Vulnerability

Spell Resistance / Immunity

Turn Resistance (Ex)

Add this amount to an undead's HD when determining the effect of being turned, rebuked, etc.

Attack Modes

Breath Weapon (Su)

Usually produces a Half-Close Cone (for Medium or smaller creatures) or Close Cone (for Large or larger). Reflex save for 1/2 dmg. Creatures are immune to their own breath weapon.

Constrict (Ex)

Can automatically deal this bludgeoning damage each turn to an already-grappled foe.

Gaze (Su)

Improved Grab (Ex)

Can start a grapple with either a regular melee attack (which also deals normal damage) or a touch attack (which does not). The victim does not get a chance to defend/contest the initial grapple (though may attempt to escape it later on their turn and can still contest pins, as normal).

A more powerful attack usable only against an already-grappled a foe. You can also use it again a foe grappling you (successful grapple contest required).

Swallow Whole (Ex)

Swallow a smaller creature already grappled in the mouth: treat as going for a pin (victim gets to contest this even if the swallower has Improved Grab). The swallowed creature is still considered to be grappled (but not pinned); the swallower is no longer grappling. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (AC of insides = 10 + 1/2 nat armor, with no size or DEX bonus) or it can try to escape the grapple to crawl back up into the mouth.

Trample (Ex)

Deal this bludgeoning damage by moving over characters smaller than themselves. Victims can make a Reflex save for 1/2 dmg.

Attack Effects

Special Abilities

You superficially assume the physical appearance of another form, meaning you are largely still your old self in a new body. Follow the rules for Polymorph, with the following exceptions:

Do not exchange type/subtype or physical stats with your new form.

Do not gain any extraordinary attacks, senses, or abilities.

If you gain new modes of movement, you are probably unfamiliar with them: you are impeded when moving that way. Similarly, if the new form is of a different type than your true form, you will find it disorienting: treat as being entangled. Familiarity gained through long-term exposure to your new form may remove these penalties.

Severed limbs and dropped gear will return to their normal form immediately.

Antimagic

Charm / Compulsion

Fear / Frightful Presence

Polymorph (Su)

You truly assume a new physical form that feels comfortable and natural, but you retain your mind.

Lose only those abilities that cannot be logically performed by your new form--such as low-light vision or gaze attacks if your new form has no eyes. The new form must be capable of speaking a language and fine manual manipultion in order to still cast spells normally.

Retain your gear (at its new size) if it can be worn/used by your new form. Otherwise, your equipment melds into the form and cannot be manipulated. Gear donned while in the new form drops to your feet when you resume your normal form if it cannot be worn by your normal form.

Severed parts and dropped items retain their new form (for the duration of the effect), though your body reverts immediately to your true form upon death.

You may specify the fine physical details of your new form, within the norms of that race. Gain a +10 skill bonus if using your new form as a disguise. True-seeing reveals your true form.

Exchange your current type, class levels, stats, special abilities, etc. (essentially your entire character sheet) for those of an average example of your new form (without class levels).

Retain your original HPs for the remainder of the current Encounter (if any). Then exchange your max HP total with your new form, adjusting your current HPs to maintain approximately the same % of damage.

Retain your alignment, memories (including languages spoken), and personality to the extent possible in light of your new MIND stats. If your new form has only an animal's intelligence (less than 3 Mind), make a Will save each day spent in your new form to avoid losing these for the remaining duration of this effect. (You regain them when you regain your true form.)

All gear drops to your feet (even if usable by the new form).

Severed parts and your dead body retain their new form.

True-seeing reveals only a misty aura the size of your true form.

Monster Types and Subtypes

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Darkvision. Aberrations eat, sleep, and breathe.

Appendices

About z20

Author: Zach Tomaszewski (zach @ snarkdreams.com)

z20 is a stripped-down version of d20, built upon Microlite20 and incorporating a few d20house rules and other ideas picked up here and there. It aims to achieve at least 80% of the flavor of d20--hit points, leveling up, dungeon-crawling, gold-driven magic items, ability to fight unhindered until you drop, d20 spells and monsters--with only about 20% of the rules. Furthermore, z20 is meant to be similar enough to d20 that conversion of material can largely be done on the fly (when necessary).

(If you're looking instead for an even liter version of Microlite20, check out M20 Hard Core; for more of an old-school flavor, see Microlite74.)

Sample Simplifications from Microlite20 and d20

Used a dF mechanic to vary damage, thus doing away with most other dice sizes (d4, d6, d8, d10, and d12).

Streamlined weapon, armor, and gear lists to simple rules.

Simplified spell durations/ranges/etc from d20 and included the spell lists here. Spell details are left to GM ruling rather than detailed spell descriptions.

Sample Expansions from Microlite20

HPs and Attack Bonus varies by character class, to bring back a bit of difference in combat skill.

Reduced number of skill ranks per level so that each characters must choose what they become good at, and can't be great at everything (differentiated only by their class skill bonus). This change leads to a bit more individuality between characters of same class.

Added Encumbrance rules in order to differentiate armor and weapon types, etc.

Glossary of Abbreviations

Base Attack Bonus, which is the total of the BAB granted by all your clvls.

clvl

Class level or, more specifically regarding spells, caster level. Refers to the number of levels a character has in (only) the relevant class.

dF

A Fudge die, which has six sides: 2 +s, 2 blanks/0s, and 2 -s.

dmg

Physical damage, which reduce HPs an equivalent amount. See Weapons and Combat.

lvl

The total number of levels a character has in all classes.

slvl

Spell level, which is 0 through 9.

stat

Either Strength, Dexterity, or Mind. Usually spelled out and written with an initial capital letter. See Stats.

stat mod

A temporary modifier related to a particular stat, but of more limited scope than the related stat modifier. These are used as an alternative to modifying a stat or stat modifier directly, thereby avoiding the need to recalculate a number of character traits during gametime. Stat mods include: str, dex, mind, all, and saves (written in all lowercase).

stat modifier

The bonus (positive) or penalty (negative) granted by a particular stat. (Not to be confused with teh more limited stat mod.) See Stats for more, including the stat modifier formula. Stat modifiers are designated as either STR, DEX, or MIND (written in all uppercase).

License

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